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Better unit control effects
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@ -175,6 +175,10 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
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//make sure it's AI controlled, so players can't overwrite each other
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}else if(unit.isAI() && unit.team() == player.team()){
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player.unit(unit);
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Time.run(Fx.unitSpirit.lifetime, () -> Fx.unitControl.at(unit.x(), unit.y(), 0f, unit));
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if(!player.dead()){
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Fx.unitSpirit.at(player.x(), player.y(), 0f, unit);
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}
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}
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}
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@ -706,6 +710,18 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
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return Core.input.mouseWorld(getMouseX(), getMouseY()).sub(x, y).angle();
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}
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public @Nullable Unitc selectedUnit(){
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Unitc unit = Units.closest(player.team(), Core.input.mouseWorld().x, Core.input.mouseWorld().y, 40f, Unitc::isAI);
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if(unit != null){
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unit.hitbox(Tmp.r1);
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Tmp.r1.grow(6f);
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if(Tmp.r1.contains(Core.input.mouseWorld())){
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return unit;
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}
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}
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return null;
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}
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public void remove(){
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Core.input.removeProcessor(this);
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frag.remove();
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